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Author Topic: What's going on in your fort?  (Read 2159843 times)

Rusty Shackleford

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Re: What's going on in your fort?
« Reply #50295 on: May 18, 2017, 11:05:00 am »

I think I prefer tantrum spirals to "fine(128)". There doesn't seem to be much reason for half the mechanics to exist these days. I'm there going all to the hassle of setting up soap production or something and they'd probably still be "fine" sleeping in a damp cave with raw plump helmets and water forever.

I have a low pop cap fort and everyone is in a mild state of pathos and distressed dissatisfaction because they arw too busy to do anything besides work, and they all miss family and friends. Also the dwarven urge to craft is denied causes much angst since most are soldiers and general labor farmers and suchlike.

So the whole fort and their quarters are engraved deeply beautiful places but they just seem to barely tolerate being there.
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anewaname

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Re: What's going on in your fort?
« Reply #50296 on: May 18, 2017, 11:35:46 am »

I think I prefer tantrum spirals to "fine(128)". There doesn't seem to be much reason for half the mechanics to exist these days. I'm there going all to the hassle of setting up soap production or something and they'd probably still be "fine" sleeping in a damp cave with raw plump helmets and water forever.
"These days" may change next version.

You can still get a lot of unhappy dwarfs by playing in an animating biome, having a tavern for socializing and friend-making, then letting your dwarfs haul their dead companions up to the refuse pile where they will be attacked by the animated head of some other previously slain friend. Here are 5 "Very Unhappy!" dwarfs and 1 "fine" dwarf (who is guzzling booze).
They have soap, it is not enough.
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Vabok Ushatebal, Dwarven Child - Society flourishes when law breakers are punished
His second finger left hand is broken smashed open - One Kill: Ayara Playbrown the Brightness of Lights the cyclops

Demonic Gophers

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Re: What's going on in your fort?
« Reply #50297 on: May 18, 2017, 08:14:54 pm »

Notes of Stormflash Lightningbeguile, manager and bookkeeper for the Deep Dungeon
Sliverraked, 11 Felsite 457
With the inner wall sealed, we can finally divert some labor from hauling logs and piling blocks to handle some less urgent tasks - like keeping proper records!  It's a relief to have the foundation laid out and protected from trees at last, even if it is only one story high.  At least attackers can't just walk right in from all sides now.  We've been lucky to avoid any attack aside from a few troublesome ogres so far.  That could change at any day; with the walls in place, our fighters can hold their ground at the gates, rather than running back and forth across the courtyard.

I estimate our wood piles at over 4,000 logs, and there are a few sprouts that will have to be cleared out to complete the foundation.  No shortage or charcoal for smithing, or for my lovely stoneware bricks!  Work on the walls will continue, and our glassblower is preparing blocks to line a cistern, but we're also working to refill our stockpiles of food and drink.  I've suggested sparing a little blueberry wine for cooking.  It's been far too long since I've gotten a properly marinated roast!  Our pair of pikemasters are glad to be done with hauling and back to training.  Maybe I can get in a little weapon practice one of these days, too; I know my wife, Cyclone Singedravens, is looking forward to a little sparring.

The Sliverraked Healer, Grip Wickedurge, and Zolak Fellfleshy both had sons this winter - the first boys born in Sliverraked, just two days apart.  It's nice to see the potential for a third generation.
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Godar

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Re: What's going on in your fort?
« Reply #50298 on: May 19, 2017, 12:10:36 am »

I'm planning a new fortress. There are these two little mountais, and I'm gonna live there :) Connect each other and use the underground space of that big one too!
There's gonna be a maze with a lot of traps, where I'll put some defenseless cats to bait the intruders inside it.

Print:
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StagnantSoul

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Re: What's going on in your fort?
« Reply #50299 on: May 19, 2017, 12:20:11 am »

A mountain titan a bronze colossus were put in one room... Two go in, one goes out... Bets were placed, dorfs cheered, some cried, some just admired the *chairs*... As the cage bars rolled down, the monstrous competitors shook the very ground they walked on... Suddenly, they met- And did. Nothing. No combat. No wrestling. No steel cage makeout matches. They just walked past each other and started bashing the artifact doors.
DAMMIT!
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Rethi-Eli

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Re: What's going on in your fort?
« Reply #50300 on: May 19, 2017, 09:02:31 am »

I'm planning a new fortress. There are these two little mountais, and I'm gonna live there :) Connect each other and use the underground space of that big one too!
There's gonna be a maze with a lot of traps, where I'll put some defenseless cats to bait the intruders inside it.

Print:
Spoiler (click to show/hide)
When you're done I *need* a save file for adventure mode
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Powersteve621

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Re: What's going on in your fort?
« Reply #50301 on: May 19, 2017, 09:05:28 am »

I think I prefer tantrum spirals to "fine(128)". There doesn't seem to be much reason for half the mechanics to exist these days. I'm there going all to the hassle of setting up soap production or something and they'd probably still be "fine" sleeping in a damp cave with raw plump helmets and water forever.

I have a low pop cap fort and everyone is in a mild state of pathos and distressed dissatisfaction because they arw too busy to do anything besides work, and they all miss family and friends. Also the dwarven urge to craft is denied causes much angst since most are soldiers and general labor farmers and suchlike.

So the whole fort and their quarters are engraved deeply beautiful places but they just seem to barely tolerate being there.

Maybe I'll try something like that soon then. I don't really like how I always seem to get loads of migrants in the current version anyways, people seem a bit too keen to move from the cozy mountainhalls to a hole in the ground surrounded by giant badgers so a low pop fort makes more sense to me lore-wise.
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spazyak

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Re: What's going on in your fort?
« Reply #50302 on: May 19, 2017, 01:24:54 pm »

well my clown tower worked well for stopping a siege, bad news is I forgot the traders from the dwarves and humans come in from the same side of the map as the gobbos, good news is the dwarves made it relatively okay to the trade depot, bad news is the humans did not, good news is my dwarves somehow managed to grab the stuff from the humans before they could be killed.
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anewaname

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Re: What's going on in your fort?
« Reply #50303 on: May 19, 2017, 03:31:09 pm »

I'm planning a new fortress. There are these two little mountais, and I'm gonna live there :) Connect each other and use the underground space of that big one too!
There's gonna be a maze with a lot of traps, where I'll put some defenseless cats to bait the intruders inside it.
My sense of symmetry says you need to put some large construct in the northeast, a tower or statue higher than the mountains, to show your dwarven prowess to those that come to siege.
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Vabok Ushatebal, Dwarven Child - Society flourishes when law breakers are punished
His second finger left hand is broken smashed open - One Kill: Ayara Playbrown the Brightness of Lights the cyclops

Demonic Gophers

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Re: What's going on in your fort?
« Reply #50304 on: May 19, 2017, 08:14:47 pm »

Notes of Stormflash Lightningbeguile, manager and bookkeeper for the Deep Dungeon
Sliverraked, 3 Moonstone 457
Two of citizens of Sliverraked are trapped!  While Squeezedscrap, a militia captain and our best herbalist, and Sinfulurge, the bone carver, were sleeping on spare beds in one of the store rooms the door somehow became locked, and nobody has been able to find the key.  Fortunately, the room holds stockpiles of prepared food and drink, so they're in no immediate danger, but it must be frustrating to be stuck in such a small space.  Shellchucked slid some notes on a pump system under the door, to give them something to look over while they're waiting, and they've been trading poems to pass the time.  I hope we can get them out soon; they're both good friends.

18 Moonstone 457
The caravan scuttled a wagon and fled Sliverraked for no discernible reason.  The wagon was loaded with metal, ore, and coal, and absolutely no unwanted rubbish, so we can't complain too much about the free stuff, but we're all a little worried.  Merchants make it all the way here through the swamp, only to turn back almost immediately after reaching our limestone block road?  There must have been something that spooked them.

We still haven't found the key to the storeroom, but I've been hearing fewer complaints lately when I stop by to check on my trapped friends.


6 Granite 458
We finally got the sealed storeroom open!  Cobra Knifesneaked found it in a gem stockpile, of all places.  When we let them out, Squeezedscrap and Sinfulurge announced that they've decided to marry!  They've chosen Monster as their new family name.  Shellchucked had as big a smile as I've ever seen on her when offering them her congratulations.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #50305 on: May 19, 2017, 09:08:34 pm »

Meanwhile in Kobold Kamp...a human pikeman visited my tavern, quite inexplicably. So we murdered the shit out of him.

Immortal-D

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Re: What's going on in your fort?
« Reply #50306 on: May 19, 2017, 09:38:30 pm »

I'm planning a new fortress. There are these two little mountais, and I'm gonna live there :)
I love big terrain Fortresses, they naturally lend themselves to creativity (less effort, lol).  Would love to see progress pics down the line.
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BodyGripper

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Re: What's going on in your fort?
« Reply #50307 on: May 19, 2017, 11:38:34 pm »

I just started a new fortress, Syrupbear.  It's a one-tile map, and most of that space is filled by a volcano.  My dwarfs barely have room to move around the edges of it, especially since there's an aquifer in some parts.  It also seems to be a popular area for giant hamsters and hamster men. Should be interesting. 
« Last Edit: May 19, 2017, 11:44:08 pm by BodyGripper »
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Demonic Gophers

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Re: What's going on in your fort?
« Reply #50308 on: May 20, 2017, 12:56:04 am »

Notes of Stormflash Lightningbeguile, manager and bookkeeper for the Deep Dungeon
Sliverraked, 9 Limestone 458
A pair of ogres ambushed our butcher and cook, Soulspunch, in the outer courtyard.  More precisely, they ambushed his pet drunian, and the ogress mangled the creature rather badly.  Soulspunch stepped in before she could finish off his pet, and beat her into quivering, terrified ruination with his bare hands.  I was out working on the wall and saw the whole fight - the first time I've heard of an ogre running from a smaller creature.  With the drunian safe, militia commander Whippedbeguiled and pikemaster Hellphrase finished the cleanup almost the moment they arrived.
13 Limestone 458
Idiot merchants from the Scratches of Gloss drove THREE wagons over a cliff in the same place, scuttling all of them.  The rest of them promptly left, because it's our fault they didn't drive on our perfectly solid road.  Aside from one fellow who's staggering around in the woods, lost in despair.  Maybe he financed the expedition.
« Last Edit: May 20, 2017, 01:04:42 am by Demonic Gophers »
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alesia

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Re: What's going on in your fort?
« Reply #50309 on: May 20, 2017, 06:53:51 pm »

Finally getting started with the 'new' edition; yes, I'm slow, okay.  :P I'm a big fan of 'last dwarves' scenarios, so I generated a lovely little pocket dimension with a lot of civilizations, most of which are dead or dying (except the goblins). Legends Viewer has been a hoot. There's exactly one living elf left, and only seven notable dwarves (out of 86 total), one of which is a walking corpse. My civ lost its only site to a titan attack seventy years ago; there's two notable dwarves left, the queen and the general, and the general looks to be a necromancer. Another one of the three 'living' dwarf civs's nobles are all dual citizens with a goblin nation and live at a dark tower, and their queen's profession is 'Drunk'.

Anyway, Ashblossoms is off to a great start. One year in and I've gotten a library started with my initial doctor/scholar and a migrant with High Master weaponsmithing and good medical skills. No visitors at all, even though I've had a tavern and a temple up and running since the first season. I suspect if I ever *do* get visitors, it will be bored outcast goblins. The big problem is, while I have gotten a caravan (with no liason), they had no books whatsoever. I did install a lever in the library so I can keep my two scholars in there discussing bandages and alternate history (dear Armok, why?), but I'm wondering if I need to learn how to use Adventure Mode just so I can get some writing in my empty bookshelves. I went a little nuts on the +hemp quires+ and now I'm storing over a hundred, but it looks like I won't get the chance to use them to copy anything, and that's just sad.

In good news (for me), outdoors temples have proved useful for combatting cave adaptation. Everybody needs to go pray regularly, and they have no options but to do it in the sunshine. Horror.

[Edit]
Spoke too soon. Dear, darling Morul Budtomb (High Master weaponsmith) has been busy while I was distracted by seasonal job management queue spam. (Logem has also been busy ... busy drinking. I sympathize.)

The World Without The Mountainhome, "The World Without The Mountainhome", a hemp quire
This is a well-crafted hemp quire. 
Written on the item is a guide entitled The World Without the Mountainhome, authored by Morul Budtomb.  It concerns the fortress Ashblossoms.  Overall, the prose is not awful, but not very good either.

Morul is my favorite now. Now could you please start writing about something useful, like bandages?
« Last Edit: May 20, 2017, 11:45:57 pm by alesia »
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